What might normally be a necromantic oddity is much more terrifying thanks to the alien probe that animates this ancient corpse. Reanimated mammoths are far more than just mammoths, powered by the extraterrestrial matter that suffuses its body. These probes are fired off whenever humanity is detected and were quite common in Earth’s past — the equivalent of Predator drone strikes. But they were largely unsuccessful, perhaps due in part to the extinction of the original race that launched the probes.
Each corpse possesses a small, blue-sized egg that acts as a homing beacon. The alien probes fire a beam across space that inserts the extraterrestrial reanimating agent into the corpse, bringing it to life.
The reanimating agent is limited in its capacity and requires life force to keep it active. The reanimated mammoth can suck the souls of any being it gets its snout on to recharge itself. If the mammoth is in danger of being deanimated, it can fire a bit of its reanimating agent at a target to transfer its essence, reanimating the victim as a zombie.
Reanimated mammoth (CR 10, HD 20d12)
N Huge Undead (Augmented)
Init -1 Spd 30
Senses Scent (Ex); Low-light Vision (Ex); | Listen +22, Spot +15
AC 7 (FF 7, Touch 7)
hp 170 (Disabled 0/Dying —/Injury –)
Saves: Fort +12, Ref +11, Will +8
Damage Reduction (Su): 10/Adamantine, Immunity: Cold (Ex)
Atk +24/+19/+14 base melee, +12/+7/+2 base ranged; Grapple +34; Face 20’x20′; Reach 10′;
+24 Melee (Slam 2d6+11/crit 20/x2) and +19 Melee (2 Stamp 2d6+5/crit 20/x2);
+25 Melee (Gore 4d3+16/crit 20/x2);
SA: Trample (Ex), Toss (Ex), Improved Grab (Ex), Energy Drain (Su), Transfer Essence (Su), Trumpet (Ex)
SQ: Scent (Ex)
Abilities STR 32, DEX 9, CON –, INT –, WIS 10, CHA 1
Feats: Alertness, Endurance, Improved Bull Rush, Iron Will, Power Attack, Skill Focus: Listen, Weapon Focus: Gore.
Skills: Listen + 22, Spot + 15.
Improved Grab (Ex): To use this ability, a reanimated mammoth must hit a Large or smaller foe with a gore attack. If it gets a hold, it tosses its opponent.
Toss (Ex): Reanimated mammoths vigorously shake any creature caught in their tusks and fling it in a random direction. Resolve the toss as a bull rush maneuver (+20 check modifier), except that there is no attack of opportunity, since the reanimated mammoth has already grabbed its foe when it tries to toss the victim. The reanimated mammoth does not need to move with its foe in order to throw its foe more than 5 feet. If the tossed victim beats the reanimated mammoth’s bull rush check, he remains in his current square with no ill effects and is not grappled any longer. Tossed victims take impact damage on landing as if they had fallen a distance equal to the distance they were tossed.
Energy Drain (Su): On a successful melee touch attack with its trunk, the reanimated mammoth gives the victim one negative level. Each negative level bestowed upon a victim gives the reanimated mammoth +5 hit points for 24 hours. The negative levels similarly last for 24 hours, at which time the victim must make a Fortitude saving throw (DC 30) to avoid level loss. The save DC is Charisma-based.
Transfer Essence (Su): As a last resort, a reanimated mammoth can spit a bit of its reanimating agent at a target in an attempt to transfer its essence. On a successul ranged touch attack, the victim suffers 1d4 points of Intelligence damage each round. If the damage reduces a victim’s Intelligence to 0, the victim must make a Fortitude save (DC 18). Those who fail die and are reanimated as zombies. The only way to stop this process is to kill the victim.
Trumpet (Ex): All glass objects in an 80-foot long cone must succeed on a DC 15 Fortitude save or shatter. Objects (or portions of objects) that have up to 30 hit points are potentially affected by this attack.
Trample (Ex): As a full-round action, a reanimated mammoth can move up to twice its speed and literally run over Large or smaller creatures. This attack deals 2d8+18 points of damage. Trampled opponents can make attacks of opportunity against the reanimated mammoth at a –4 penalty. If they do not make attacks of opportunity, trampled opponents can attempt DC 29 Reflex saves for half damage. The save DC is Strength-based.
Scent (Ex): A reanimated mammoth can detect opponents within 30 feet. The exact location is not revealed unless the creature is within 5 feet.
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